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fgw

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About fgw

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  1. have you tried: app_update 33930 -beta Beta
  2. ok guys, i'm in the dayzmod boat, so don't care about arma2 or updates to arma2 at all. the only thing i'm interested is how to finally merge the two installations. so far there were four solutions posted: add "arma2" to the -mod parameter use mklink to create directory link copy arma2\addons to arma2oa\addons copy arma2\addons into arma2oa\common question is only regarding options 3 and 4: option 3: will arma2oa find and use the newly created addons directory holding arma2 files, without any further action? option 4: copy arma2\addons into arma2oa\common will overwrite some files already located in arma2oa/common! this will result in using arma2 versions of some files instead of the arma2oa versions already located in arma2oa/common! sure this is the way to go? sorry for insisting here, but there are a lot of threads all over the forums questioning how to merge this and i found no solid answer so far ... ps. it was all so easy back in the times before we were forced to move onto steam!
  3. kichilron, sure we need to copy Addons from ARMA 2 into Common subdir of ARMA 2 OA? as its originally located in the root dir of ARMA 2 i just copied it into the root dir of ARMA 2 OA is there an additional startup parameter (-mod=Common) required, for the game to locate the files in Common subdir? you might add, if one has also BAF or PMC or both, you also need to install the addon and run it once afterwards in order to finally let the setup move the files into their correct location within your installation dir and apply some updates on first run. ps. whatever the correct method might be, i assume this needs to be done for client and server installations as well ...
  4. any word what this ports are used for? any reference? also if TCP, UDP or both is required? asking because my server is seen in steam browser and i'm able to connect to it but get disconnected immediately ... anyway, will try your recommendation as soon as i'm home.
  5. no worry, didn't get it this way! no insult here! don't like this endless mod strings, so i simply copied this single AddOns folder from arma2 over into the arma2 OA directory, start my game out of this directory and forget all the stuff in the arma2 directory. on the other hand, beta does not exist anymore. so i guess we can safely remove all references to expansion\beta in the mod string. anyway, is expansion required in the mod string? i missed that! just have -mod=@dayz;@hive;CA left in there! as you see, i'm talking about my server here. server itself seems to be working: i'm able to connect to my server as long as i use LAN connection! my server can be seen in the ingame browser under steam and internet also, but when i connect using one of this options my client connects, but gets disconnected immediately! no useful info in the server.rpt. everything looks ok there! forwarded the ports on my router like desribed at the bottom of this page: https://community.bistudio.com/wiki/server.cfg#Arma_2:_Operation_Arrowhead_.26_Arma_3_-_STEAM_ports_configuration firewall is off on server and client for now. a bit stuck now. need to investigate and would appreciate any help. this move to steam is driving me nuts ...
  6. i think i know how to merge my dayz files into the steam installation! the question is about how to merge arma2 and arma2 OA itself! in the past, when installing the game from retail dvds, the installation of arma2 OA defaults to install arma2 OA files in the same directory as arma2 was already installed, thus overwriting all files and directories already located in the arma2 directory but coming also with arma2 OA - may be in an updated version. the only difference between arma2 and arma2 OA is this AddOns folder located in the arma2 directory which is not coming with arma2 OA, thus untouched by the arma2 OA installer! so my assumption was to just copy this AddOns folder located in the steam arma2 directory over to the steam arma2 OA directory to give me the same result as the installation from retail dvds had produced previously. leaving alone the question if this merge of arma2 and arma2 OA is required anyway? i still was not able to find a definite answer to this question ... but anyway, its no big deal to copy this single directory, so i simply did it and everything looks ok.
  7. leaving alone, i'm too stupid to enter correctly my cd-keys in steam client, installation/download of arma through steamclient results in different cd-keys used than during retail installation. looks like steam is using the rft key for oa and two completely different keys for baf/pmc? you can verify this by looking up the registry keys under [HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Bohemia Interactive Studio\ArmA 2] well, you won't find real cd-keys there, but some hex values representing the keys! this could explain, why you see different GUID's than before, as the client is in fact using a different cd-key too ... if anybody out there has a copy of his registry settings of the retail arma installation, he can easy verify if i'm correct! go ahead, proof me wrong ...
  8. no need to buy it on steam again! guess the easiest way is to activate your game on steam: 1) install and start steam client 2) in steam client: Games -> Activate a Product on Steam -> Next -> Agree to License -> enter your serial 3) download arma2 via steam 4) start arma2 once to let steam complete the installation (battleye, directx, registry, ...) 5) download arma2 OA via steam 6) start arma2 OA once to let steam complete the installation (again: battleye, directx, registry, ...) note: steam creates two seperate folders for arma2 and arma2 OA! not sure if this is required, but there a a lot of postings regarding the requirement of merging the two installations. so i copied the AddOns folder from arma2 into the arma2 OA folder as this seems to be the only part of arma2 which is not already found in arma2 OA. all other files found in both folders will use the files coming with arma2 OA anyway ... 7) finally install the latest beta patch for arma2 OA. i used steamcmd for this, but i guess you can also do this by rightclicking on arma2 OA under your games library and select beta under properties. i simply did not find the properties -> beta tab when i installed the game. stumbled over this later ... would be interested if the merging of the two installations is actually required AND if copying the AddOns folder of arma2 into the arma2 OA folder is the correct way to do this? may be dwarden can confirm this? another note (somehow off topic): i understand why bi choose the route to move to steam after gamespy closed down - guess they had no choice here. anyway, i bought my game as retail dvd and used to install it locally. even ran my own dayz server and modified it at my own including writing new functions for hive.dll! to install the game via steam was a real pita! still working on bringing my server back online ... had no idea how simple things can be made complicated like that. steam is able to do this! don't get me wrong: i'm in the it business for decades and program in various languages, but using steam was a new "experience" to me. i can fully understand why people are not willing to move over to steam and prefer to quit playing arma2/dayz for this reason ...
  9. dwarden, you posted in the OA beta build 104648 thread: this change obviously remained in 105785 and probably will remain in upcoming patches. it might be some work for lazy coders of addons and mods to fix their scripts to not throw this errors. but the problem is, i have some errors in my servers .rpt which look like they origin from undefined variables in bohemia scripts. could you pls confirm this and if so come up with a solution. have no idea where to find this scripts and thus how to fix. will do it at my own for my server if you give me some hint where to look. hope this scripts are run locally on the server only, if not i guess i'm lost ... anyway, the errors in my servers .rpt are as follows: 20:35:10 Error in expression <; _recompile = (count _this) > 0; if (BIS_fnc_init && !_recompile) exitwith {t> 20:35:10 Error position: <BIS_fnc_init && !_recompile) exitwith {t> 20:35:10 Error Undefined variable in expression: bis_fnc_init 20:35:10 File ca\Modules\Functions\init.sqf, line 28 20:38:07 Error in expression < select 2]}; _tv=abs(_xv)+abs(_yv)+abs(_zv); if (_tv>2) then {_dr=1/_tv} else {> 20:38:07 Error position: <_zv); if (_tv>2) then {_dr=1/_tv} else {> 20:38:07 Error Undefined variable in expression: _zv 20:38:07 File ca\Data\ParticleEffects\SCRIPTS\destruction\AirDestructionStage2.sqf, line 59 20:37:13 Error in expression <oke; deleteVehicle _fire; deleteVehicle _shards; deleteVehicle _dirt; _v setvel> 20:37:13 Error position: <_shards; deleteVehicle _dirt; _v setvel> 20:37:13 Error Undefined variable in expression: _shards 20:37:13 File ca\Data\ParticleEffects\SCRIPTS\destruction\AirDestructionStage2.sqf, line 71 so if i understand this correctly, we are looking at undefined variables within bohemian scripts. what will scripts running in such an issue do? will the just report it to the log and continue execution, or will the script stop at the point of this error? nm, will test this at my own ... on a side note: realized the error regarding "SSL issues with secureID" when connecting to my server is gone now! might have been in on of the previous betas already, but realized this when comparing different betas right now. also connect and login seems way smoother now.
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